From 31683cfe343ceed744f02e76522a783862abb499 Mon Sep 17 00:00:00 2001 From: omar Date: Mon, 20 Nov 2017 13:31:40 +0100 Subject: [PATCH] ImDrawList::AddImageRounded: removed PrimDistributeUV declaration, fixed coding style, restored argument order from original PR. (#845) --- imgui.h | 3 +-- imgui_draw.cpp | 25 +++++++------------------ 2 files changed, 8 insertions(+), 20 deletions(-) diff --git a/imgui.h b/imgui.h index d182660a..3f760be1 100644 --- a/imgui.h +++ b/imgui.h @@ -1309,7 +1309,7 @@ struct ImDrawList IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, float rounding, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF, int rounding_corners = ~0); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ~0); IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); @@ -1349,7 +1349,6 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } IMGUI_API void UpdateClipRect(); IMGUI_API void UpdateTextureID(); - IMGUI_API void PrimDistributeUV(ImDrawVert* start, ImDrawVert* end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); }; // All draw data to render an ImGui frame diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e3098f77..5dd9581e 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1124,7 +1124,6 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im if ((col & IM_COL32_A_MASK) == 0) return; - // FIXME-OPT: This is wasting draw calls. const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); if (push_texture_id) PushTextureID(user_texture_id); @@ -1152,36 +1151,26 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, float rounding, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, int rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f) + if (rounding <= 0.0f || (rounding_corners & ImGuiCorner_All) == 0) { AddImage(user_texture_id, a, b, uv_a, uv_b, col); return; } - // FIXME-OPT: This is wasting draw calls. const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); if (push_texture_id) PushTextureID(user_texture_id); - if (rounding > 0.0f && rounding_corners != 0) - { - size_t startIndex = VtxBuffer.size(); - PathRect(a, b, rounding, rounding_corners); - PathFillConvex(col); - size_t endIndex = VtxBuffer.size(); - - ImGui::ShadeVertsLinearUV(VtxBuffer.Data + startIndex, VtxBuffer.Data + endIndex, a, b, uv_a, uv_b, true); - } - else - { - PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); - } + int vert_start_idx = VtxBuffer.Size; + PathRect(a, b, rounding, rounding_corners); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(VtxBuffer.Data + vert_start_idx, VtxBuffer.Data + vert_end_idx, a, b, uv_a, uv_b, true); if (push_texture_id) PopTextureID();